79 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// This example will show how to play sounds using irrKlang.
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// It will play a looped background music and a sound every
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// time the user presses a key.
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// At the beginning, we need to include the irrKlang headers (irrKlang.h) and
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// the iostream headers needed to print text to the console.
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#include <stdio.h>
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#include <irrKlang.h>
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// include console I/O methods (conio.h for windows, our wrapper in linux)
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#if defined(WIN32)
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#include <conio.h>
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#else
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#include "../common/conio.h"
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#endif
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// Also, we tell the compiler to use the namespaces 'irrklang'.
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// All classes and functions of irrKlang can be found in the namespace 'irrklang'.
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// If you want to use a class of the engine,
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// you'll have to type an irrklang:: before the name of the class.
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// For example, to use the ISoundEngine, write: irrklang::ISoundEngine. To avoid having
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// to put irrklang:: before of the name of every class, we tell the compiler that
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// we use that namespaces here.
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using namespace irrklang;
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// To be able to use the irrKlang.dll file, we need to link with the irrKlang.lib.
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// We could set this option in the project settings, but to make it easy we use
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// a pragma comment:
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#pragma comment(lib, "irrKlang.lib") // link with irrKlang.dll
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// Now lets start with irrKlang 3D sound engine example 01, demonstrating simple 2D sound.
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// Start up the sound engine using createIrrKlangDevice(). You can specify several
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// options as parameters when invoking that function, but for this example, the default
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// parameters are enough.
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int main(int argc, const char** argv)
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{
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	// start the sound engine with default parameters
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	ISoundEngine* engine = createIrrKlangDevice();
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	if (!engine)
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	{
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		printf("Could not startup engine\n");
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		return 0; // error starting up the engine
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	}
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	// To play a sound, we only to call play2D(). The second parameter
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	// tells the engine to play it looped.
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	// play some sound stream, looped
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	engine->play2D("../../media/getout.ogg", true);
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	// In a loop, wait until user presses 'q' to exit or another key to
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	// play another sound.
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	printf("\nHello World!\n");
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	do
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	{
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		printf("Press any key to play some sound, press 'q' to quit.\n");
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		// play a single sound
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		engine->play2D("../../media/bell.wav");
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	}
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	while(getch() != 'q');
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	// After we are finished, we have to delete the irrKlang Device created earlier
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	// with createIrrKlangDevice(). Use ::drop() to do that. In irrKlang, you should
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	// delete all objects you created with a method or function that starts with 'create'.
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	// (an exception is the play2D()- or play3D()-method, see the documentation or the
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	// next example for an explanation)
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	// The object is deleted simply by calling ->drop().
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	engine->drop(); // delete engine
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	return 0;
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}
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